BridgeNet2, v1.0.0 | A blazing fast networking library for Roblox

No problem, hope you fix the issue👋

yep i tried, still was worse somehow

That sucks then. You can try using buffer modules like Zap or ByteNet which perform much better than BridgeNet2.

1 Like

ok i’ll try those, thanks for the help

How would you go as to use :Wait instead of :Connect?

Hi. So, while working with BridgeNet, I came across something that I can’t call a bug, but it NEED to be fixed

so, I have a defibrillator that has server and local scripts located in the tool. they establish a connection with each other, and everything would be fine, but every time after “disconnecting” one of the bridges (for example, the death of a character. after his death, when the defibrillator is equipped and two NEW defibrillator usage bridges are created) the event on the server is triggered more and more often

For example, an event on server is usually triggered once. If a player dies with a defibrillator in his hands, the event will be triggered twice on further use and so on.

if someone has a similar problem, then please help with advice

heres the code

-- Client side

local DefUseEvent = BridgeNet.ReferenceBridge("DefibUse")

--no context needed
DefUseEvent:Fire()

Server side

DefUseEvent:Connect(function(plr)

print(plr) -- prints two times is player died with def in hands
end)

Why are you having a server script inside a tool? That’s your own user error. Have a singular script handling it in serverscriptservice.

3 Likes

Is there no automatic :FireAllInRange() feature as there were in V1?

Is there a way to bridge a RemoteFunctions?

Is this safe to use on StarterCharacter, what happens if a script with a referenced bridge gets deleted? or multiple scripts with the same referenced bridge?

I don’t think anything bad would happen but I’m not 100% sure.

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There is a memory leak in the latest release in the ServerBridge.luau file. The self._rateMap table does not clear the player’s reference when they leave. The fix to this would be to add this section of code in the ServerBridge.luau file.

Players.PlayerRemoving:Connect(function(player: Player)
	self._rateMap[player] = nil
end)
4 Likes

The installation page does not exist

The developer has changed their username on GitHub, so the link for the installation page is changed Installation | BridgeNet2

7 Likes

I don’t know what happened, but now when using this it makes no difference compared to regular remote events?

Is it me, or is it not working?

I have like 6 bridges in my game, and when 1 LocalScript fires an Event, it calls 2 or 3 bridges that are NOT the same name

Here i fire a spawn event
image

And 2 events fire
image
this and the other event

Sometimes when I launch my game, this error appears rarely. Can I get help with this?

Another issue: (A version of this is on the Github issues) If you have a single bridge using InvokeServerAsync in two different places, both calls will return the same result.

Example…

You have a bridge called “GetThings”. You arrange the arguments in such a way that one of them describes what to get e.g. sounds, images, colors.

In your SoundData script you call: GetThings:InvokeServerAsync("sounds"), and at the same time in your ColorData script you call: GetThings:InvokeServerAsync("colors").

Whichever operation finishes first will be the return for both. If colors finishes, your sounds fetch will return colors and vice versa.

The workaround here is to use different bridges for different InvokeServerAsync operations.

Installation docs is missing

Use byteNet now Bridge net is no longer supported or probably not even working, ByteNet is BridgeNets successor ByteNet | Advanced networking library w/ buffer serialization, strict Luau, absurd optimization, and rbxts support. | 0.4.3

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